Werewindlefr

Werewindlefr

Joined Member # 2728610
28 Posts 717 Replies 14,432 Reputation

[quote]Instead of having 3 soldiers in a Squad as a generic basic and 5+ soldiers being the max, the middle option should be the norm and you should have access to all from the start. Like Warhammer Fantasy Battles on the table top, generally the smaller the squad size the more powerful those models were in the squad. Generally the more abundant your models, the weaker your unit was! Take Skaven for instance, their were all about numbers! But they had lots and lots of throw a

52 Replies 131,253 Views

[quote]I don't understand the second part of your question - you want to calculate something based on lowest value? [/quote]. I want to check for a requirement - like, killing a unit if it has less than 30HP, knocking it prone if it has less than 15 strength, etc. [quote]with the description "Target suffers damage modified by troopcount. Base damage is 16^ (+4^/fire shard). Each troopcount above/below 4 adds/removes 20% damage (3 men= -20%, 6

58 Replies 40,593 Views

Heavenfall, do you know if there is a possibility to implement a "zone of control" buff effect? That is, an aura-like effect that affect units in the "zone of control"? Also, do you know if it's possible to trigger some effect on a dodge, a miss? Or to check for a minimum value of ability/damage/etc? Finally, is it possible to create a new damage type?

58 Replies 40,593 Views

Anyway, yes, I agree they are too strong. Because +50% attack doesn't mean +50% damage, it means +50% damage against unarmored enemies. I can mean much, much more against armored enemies. +25% would be great for growth, for 4 mana. Gives an extra Oomph to the unit, but doesn't make it a walking god.

7 Replies 4,244 Views

They're not just too strong, they're completely bugged. Try using them on regular unit and look at what "+50%" means in Elemental.

7 Replies 4,244 Views

Okay, I've mistakenly listed this as a balance issue earlier and as a consequence it hasn't been noticed or taken into account. However, it's a real bug, and a gamebreaking bug. If I cast Growth on a unit - instead of a single character, it doesn't give +50% attack, but much more. Example: a unit of 5 Shields of Gilden with 60 total attack (12 per individual), once buffed with the "Growth" spell, gets 210 attack. Each individual in the unit has now 42 attack.</

3 Replies 3,874 Views

[quote]A handful of vastly too-powerful traits (+stat per level being the biggest offender)[/quote] This is the one thing I don't agree with. The issue with heroes isn't stats, it's gear and rate of progression. +14 strength (for a level 14 hero) gives you +7 to +14 damage, which is far from being unbalanced. We're talking about a high level hero, he should be strong. No, the problem is things like "heart of the glacier", crushing blow, double strike, maul-powered weap

22 Replies 20,809 Views

[quote who="Femmefatal48" reply="2" id="3062063"] Stupid ideas. This isn't the Forgotten Realms and that stupid combat engine "attacks of opportunity". Tactical battles are nice the way they are now. Don't need to go mucking them up with silliness or making them more complicated or long and drawn out.[/quote] Age of wonders had those, and it worked. D&D invented the name, not the concept. I don't see what's stupid.

36 Replies 18,925 Views

[quote who="seanw3" reply="1" id="3059813"]How many wildlands did you come across? I noticed that heroes are better suited to fighting against these greater enemies. I to walked up and down the other factions, but the world creatures, wildlands, and level 4-5 quests were about right for level 10-15 heroes. I would like to see more able AI factions before we start nerfing heroes. What kind of attack/defense stats did you have?[/quote] Level 10, I can kill dragons in 2

40 Replies 19,459 Views

Funny, I see the opposite. Very quickly, I can literaly step on death demons and dragons, my best field units are much, much less powerful than my heroes - who usually have between 30 and 60 attack, thanks to all the loot found on monsters.

31 Replies 26,023 Views

There's worse. The brutal scimitar I've looted by killing an unrecruited fallen champion. +27 damage, +50% Str. bonus. I didn't even have to fight something powerful to get it. Granted though, Maul is a bit overpowered.

18 Replies 11,178 Views

[quote who="Frogboy" reply="22" id="3060539"]The main issue has to do with certain perks that give N benefit per level. So you get "Disicpline" and that gives you +1 strength per level and suddenly your champion gets +21 more strength. Same for ones that involve dexterity which makes your champion almost impossible to hit and so on. [/quote]They're rare, though, and you'll get at most one on each hero.* No, the issue is that by the t

146 Replies 70,330 Views

[quote who="Alstein" reply="14" id="3059723"]Don't knock mage chars. Growth+archers= death, and doesn't take a whole lot of research to pull off. There's probably a lot of other nasty combos out there. The only thing lacking in magic is raw pew pew type stuff, which should be added to the end of the trees down the road hopefully. [/quote]Growth + clubs = kill death demons in one blow. That spell (and all +%/-% to attack spells a

116 Replies 453,305 Views

[quote who="seanw3" reply="2" id="3059409"]Keep in mind that the food/production stat for the tile you build on is the only one that matters right now. So don't build on anything less than a 4/3. I like to hold out for the 5/4 t really own in the late game. [/quote] I have yet to see a single 5/4. But building near forests/rivers makes a 4/3 worth it anyway.

4 Replies 3,475 Views

Fallen Enchantress is the Nurgle of video games. I am now infected by a dozen new and interesting diseases.

16 Replies 11,259 Views

[quote]and third party forums as well -- Si vous savez ce que je veux dire[/quote] If you're talking about CanardPC, the atmosphere went from "low expectations" to cautiously optimistic, or even enthusiasm. So far, it's a terrific beta 1. It will require quite a few balance passes (I've already started tinkering with XML) - btw, you were wrong about mods being disabled. The core XMLs are. And it's a good thing to have mod enabled because we can actually tinker

116 Replies 453,305 Views

In throwing knives section of the CoreItems XML: UseSpell Should be UnlockCombatAbility

4 Replies 4,378 Views

[quote]With: http://i.imgur.com/HDSQn.jpg Without: http://i.imgur.com/HDSQn.jpg [/quote] One of these links isn't right.

2 Replies 2,493 Views

Derek, please fix Growth's (and Giant form, and Self Growth) scaling with the number of units. It doesn't give +50% attack, it gives +50%*troopcount, to each member of the group. Its power is quadratic with troopcount... Edit: it seems all spells/abilities using [UnitStat_CombinedAttack] are at fault...

136 Replies 104,653 Views

So, a 5-men units with 60 attack, once affected by this spell, raise to 210 attack. That's +250%... Yeah, bug. I believe what happens is that it gives to each member of the group +50% of the total group's strength. Edit: actually, all spells with [UnitStat_CombinedAttack] are at fault.

1 Replies 2,346 Views

Dear Stardockians :) So, I've played a couple hours and I think I've encountered a bug/balance issue: growth is overpowered. I think it's bugged, actually, because it seems to do more than just increase the attack by 50%. The way it is, it allows my early leather+shield+hammer units to kill strong monters (obsidian golems, elementals) in one blow. I know it should be a moderately powerful spell... but that's pushing it a bit :p.

1 Replies 2,346 Views